EnemyData = { };

table.insert( EnemyData,
	{

		Name = "GrassThing",
		NiceName = "Shit Grass Thing",
		
		HP = 2,
		Power = 10,
		Defense = 1,
		Speed = 5,
		Luck = 5,

		Scale = 3,

		IdleAnimID = 1,
		Sprites = 
		{

			"Graphics/Sprites/Battle/grassthing_idle.spr",

		},
		SpriteCount = 1,
		
		MinIdleMsgPause = 7000,
		MaxIdleMsgPause = 25000,
		
		IdleMsgs =
		{
			
			"...Stares intently",
			"Waits patiently",
			"Sighs",
			"Looks around",
				
		},


	} );

table.insert( EnemyData,
	{

		Name = "Snoit",
		NiceName = "Snoit",
		
		HP = 2,
		Power = 10,
		Defense = 1,
		Speed = 18,
		Luck = 5,

		Scale = 3,

		IdleAnimID = 1,
		Sprites = 
		{

			"Graphics/Sprites/Battle/snoit.png",

		},
		SpriteCount = 1,
		
		MinIdleMsgPause = 7000,
		MaxIdleMsgPause = 25000,
		
		IdleMsgs =
		{
			
			"...Stares intently",
			"Waits patiently",
			"Sighs",
			"Looks around",
				
		},
		
		MoveSet =
		{

			{

				ID = 1,
				AnimID = 1,
				MenuText = "",
				Text = " bites! .. Ouch!",
				RepeatMin = 1,
				RepeatMax = 1,
				DmgMin = 0.2, DmgMax = 0.3,
				Think = function( ent, enemy, adi )
				
					ent:Jump( 0, math.random( -220, -160 ) );
					ent:GenerateHit( enemy );
				
				end
		
			}
				
		}

	} );

			

Engine.AddBattleStats( EnemyData );
